mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Animations for balanced abilities
This commit is contained in:
parent
e03e137793
commit
a64895d8c5
@ -10,16 +10,15 @@ use core::f32::consts::PI;
|
||||
|
||||
pub struct ChargeswingAnimation;
|
||||
|
||||
type ChargeswingAnimationDependency = (
|
||||
type ChargeswingAnimationDependency<'a> = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<&'a str>,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
|
||||
impl Animation for ChargeswingAnimation {
|
||||
type Dependency<'a> = ChargeswingAnimationDependency;
|
||||
type Dependency<'a> = ChargeswingAnimationDependency<'a>;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -28,7 +27,7 @@ impl Animation for ChargeswingAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
|
||||
fn update_skeleton_inner<'a>(
|
||||
skeleton: &Self::Skeleton,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency<'a>,
|
||||
(hands, ability_id, stage_section, ability_info): Self::Dependency<'a>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -36,153 +35,203 @@ impl Animation for ChargeswingAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab: f32 = 1.0;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
|
||||
* ((anim_time * lab * 8.0).sin());
|
||||
// end spin stuff
|
||||
match ability_id {
|
||||
Some("common.abilities.sword.balanced_thrust") => {
|
||||
let (move1, move2, move3, tension) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
anim_time.powf(0.25).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 20.0).sin() - 0.5,
|
||||
),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
let (move1base, move2base, movement3, tension, test) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
(anim_time.powf(0.25)).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 18.0 * lab).sin(),
|
||||
0.0,
|
||||
),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4)),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9)
|
||||
* Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0)
|
||||
* Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3);
|
||||
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Charge | StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
let slowrise = test * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + (move1 * -1.0 + move2 * 2.0),
|
||||
s_a.head.0 + (move1 * 1.0),
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
}
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
|
||||
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
|
||||
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4
|
||||
+ (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
|
||||
},
|
||||
_ => {},
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
_ => {
|
||||
let lab: f32 = 1.0;
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move1 * 4.0,
|
||||
8.0 + move1 * 2.0 + move2 * 4.0,
|
||||
2.0 + move1 * -1.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(tension * 0.07 + move1 * -1.2 + slowrise * 0.5)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
|
||||
* ((anim_time * lab * 8.0).sin());
|
||||
// end spin stuff
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 1.0 + move2 * -20.0,
|
||||
8.0 + move1 * 1.0 + move2 * 4.0,
|
||||
2.0 + move1 * -3.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
let (move1base, move2base, movement3, tension, test) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
(anim_time.powf(0.25)).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 18.0 * lab).sin(),
|
||||
0.0,
|
||||
),
|
||||
Some(StageSection::Action) => {
|
||||
(1.0, anim_time.powf(0.25), 0.0, 0.0, anim_time.powi(4))
|
||||
},
|
||||
_ => {},
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
if matches!(
|
||||
stage_section,
|
||||
Some(StageSection::Charge | StageSection::Action | StageSection::Recover)
|
||||
) {
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
}
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
let slowrise = test * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + (move1 * -1.0 + move2 * 2.0),
|
||||
s_a.head.0 + (move1 * 1.0),
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
}
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
|
||||
s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
|
||||
s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4
|
||||
+ (tension * 0.08
|
||||
+ move1 * 0.7
|
||||
+ move2 * -1.0
|
||||
+ slowrise * 2.0),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.hc.5 + (move1 * 0.2 + move2 * -1.0),
|
||||
);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move1 * 4.0,
|
||||
8.0 + move1 * 2.0 + move2 * 4.0,
|
||||
2.0 + move1 * -1.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 1.0 + move2 * -20.0,
|
||||
8.0 + move1 * 1.0 + move2 * 4.0,
|
||||
2.0 + move1 * -3.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
next
|
||||
|
@ -81,705 +81,26 @@ impl Animation for ComboAnimation {
|
||||
* Quaternion::rotation_z(move2alt * -1.5);
|
||||
},
|
||||
1 => {
|
||||
next.head.orientation.rotate_z(move1);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
_ => match strike {
|
||||
0 => {
|
||||
let (move1, move2, move3, move2h) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Action) => {
|
||||
(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
|
||||
},
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(
|
||||
move1 * 1.1 + move2 * -2.0 + move3 * 0.2,
|
||||
);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
move1 * -0.9 + move2 * 1.8 + move3 * -0.2,
|
||||
);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.head.position =
|
||||
Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
next.chest.orientation = Quaternion::rotation_x(
|
||||
0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4,
|
||||
) * Quaternion::rotation_y(
|
||||
0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0,
|
||||
) * Quaternion::rotation_z(
|
||||
0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0,
|
||||
);
|
||||
},
|
||||
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
|
||||
* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
|
||||
* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
|
||||
},
|
||||
Some(ToolKind::Debug) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_x(PI);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Sword) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
|
||||
* Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
|
||||
* Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + move2 * 10.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + move1 * -0.7 + move2 * 1.2,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.sc.5 + move1 * -PI / 2.0 + move3 * -PI / 2.0,
|
||||
);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
|
||||
* Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
|
||||
* Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => {
|
||||
(anim_time.powf(0.25), 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => {
|
||||
(1.0, 1.0, anim_time.powi(4))
|
||||
},
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4,
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
|
||||
) * Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
|
||||
)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => {
|
||||
(anim_time.powf(0.25), 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => {
|
||||
(1.0, 1.0, anim_time.powi(4))
|
||||
},
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
next.hand_l.position = Vec3::new(
|
||||
s_a.hhl.0,
|
||||
s_a.hhl.1,
|
||||
s_a.hhl.2 + moveret2 * -7.0,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
|
||||
s_a.hc.1 + (moveret2 * 5.0),
|
||||
s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(
|
||||
s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55),
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
|
||||
) * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword | ToolKind::Dagger) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(
|
||||
move1 * -1.8 + move2 * -1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 8.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(
|
||||
move1 * -1.8 + move2 * -1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
8.0 + move1 * -4.0 + move2h * 4.0,
|
||||
2.0 + move1 * 12.0 + move2h * -16.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(
|
||||
-0.3 + move1 * 2.3 + move2h * -3.5,
|
||||
) * Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
|
||||
|
||||
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
|
||||
next.lantern.orientation = next.hand_r.orientation.inverse();
|
||||
}
|
||||
},
|
||||
1 => {
|
||||
let (movement1base, movement2base, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = movement1base * pullback;
|
||||
let move2 = movement2base * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + move2 * -2.0,
|
||||
2.0 + move2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
|
||||
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(move1 * 0.1)
|
||||
* Quaternion::rotation_z(move2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.1)
|
||||
* Quaternion::rotation_z(move2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
|
||||
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.4 + movement2 * -0.5)
|
||||
* Quaternion::rotation_y(
|
||||
movement1 * -0.1 + movement2 * 0.0,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
0.5 + movement1 * -0.6 + movement2 * 0.6,
|
||||
);
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
|
||||
* Quaternion::rotation_z(
|
||||
1.0 + movement1 * -0.5 + movement2 * 0.0,
|
||||
);
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
-11.0
|
||||
+ 11.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
);
|
||||
next.torso.orientation = Quaternion::rotation_z(
|
||||
movement1.powi(2) * -6.0 + movement2 * -1.7,
|
||||
);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
|
||||
s_a.foot.1,
|
||||
s_a.foot.2 + (movement2 * 6.0),
|
||||
);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
|
||||
* Quaternion::rotation_y(movement2 * 0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement2 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
|
||||
* Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
|
||||
* Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1
|
||||
+ 8.0
|
||||
+ movement1base * 0.6
|
||||
+ movement2base * -15.0,
|
||||
s_a.sc.2
|
||||
+ 1.0
|
||||
+ movement1base * 0.6
|
||||
+ movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
-0.5 + s_a.sc.3 + movement1base * -1.2,
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.sc.4 - 0.6 + movement2base * -0.2,
|
||||
) * Quaternion::rotation_z(
|
||||
s_a.sc.5 - PI / 2.0 + movement1base * PI,
|
||||
);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
|
||||
* Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
|
||||
* Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => {
|
||||
(anim_time.powf(0.25), 0.0, 0.0)
|
||||
},
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => {
|
||||
(1.0, 1.0, anim_time.powi(4))
|
||||
},
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.ac.3 + move1 * 0.0 + move2 * -3.0,
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.4,
|
||||
) * Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0,
|
||||
)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(
|
||||
-2.7 + movement1base * -1.0 + movement2base * 2.0,
|
||||
)
|
||||
* Quaternion::rotation_z(1.5 + movement1base * PI);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-2.0 + movement1base * -5.0,
|
||||
18.0 + movement1base * -10.0,
|
||||
6.0 + movement1base * -10.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(1.7 + movement2base * 1.5)
|
||||
* Quaternion::rotation_y(-3.7)
|
||||
* Quaternion::rotation_z(
|
||||
1.5 + movement2base * PI / 2.0,
|
||||
);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(
|
||||
-3.3 + move1 * -1.0 + move2 * 2.0,
|
||||
)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
12.0 + move1 * -10.0,
|
||||
18.0 + move1 * -10.0,
|
||||
4.0 + move1 * -2.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.3)
|
||||
* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
2 => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
let pullback = 1.0 - move3;
|
||||
if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) {
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * pullback)
|
||||
* Quaternion::rotation_z(
|
||||
(0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
|
||||
}
|
||||
#[allow(clippy::single_match)]
|
||||
match hands {
|
||||
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
|
||||
.and_then(|a| a.tool)
|
||||
{
|
||||
Some(ToolKind::Sword) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
|
||||
* Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
|
||||
* Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback,
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback,
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4
|
||||
+ (0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.sc.5 + (1.67 + move2 * PI / 2.0) * pullback,
|
||||
);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(
|
||||
-3.7 + move1 * -0.75 + move2 * 1.0,
|
||||
)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
#[allow(clippy::single_match)]
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(
|
||||
-2.3 + move1 * -2.3 + move2 * 1.0,
|
||||
)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
next.chest
|
||||
.orientation
|
||||
.rotate_z(move1 * -0.2 + move2alt * 1.4);
|
||||
next.head
|
||||
.orientation
|
||||
.rotate_z(move1 * 0.1 + move2alt * -0.4);
|
||||
next.belt
|
||||
.orientation
|
||||
.rotate_z(move1 * 0.1 + move2alt * -0.4);
|
||||
next.shorts
|
||||
.orientation
|
||||
.rotate_z(move1 * 0.2 + move2alt * -0.8);
|
||||
next.control.position += Vec3::new(move2 * -25.0, 0.0, move2 * 10.0);
|
||||
next.control.orientation.rotate_x(move2alt * 0.4);
|
||||
next.control.orientation.rotate_y(move2 * -0.6);
|
||||
next.control.orientation.rotate_z(move2alt * 3.0);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
next
|
||||
|
65
voxygen/anim/src/character/finishermelee.rs
Normal file
65
voxygen/anim/src/character/finishermelee.rs
Normal file
@ -0,0 +1,65 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct FinisherMeleeAnimation;
|
||||
impl Animation for FinisherMeleeAnimation {
|
||||
type Dependency<'a> = (Option<&'a str>, Option<StageSection>);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"character_finisher_melee\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_finisher_melee")]
|
||||
fn update_skeleton_inner<'a>(
|
||||
skeleton: &Self::Skeleton,
|
||||
(ability_id, stage_section): Self::Dependency<'a>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
next.main_weapon_trail = true;
|
||||
next.off_weapon_trail = true;
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
match ability_id {
|
||||
Some("common.abilities.sword.balanced_finisher") => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25).min(1.0), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time.powf(0.1), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position =
|
||||
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + move2 * 12.0,
|
||||
s_a.sc.1,
|
||||
s_a.sc.2 + move1 * 6.0 - move2 * 8.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + move1 * 1.6 + move2 * -2.6)
|
||||
* Quaternion::rotation_y(move1 * -0.4 + move2 * 0.6)
|
||||
* Quaternion::rotation_z(move1 * -0.2 + move2 * -0.2);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -10,6 +10,7 @@ pub mod consume;
|
||||
pub mod dance;
|
||||
pub mod dash;
|
||||
pub mod equip;
|
||||
pub mod finishermelee;
|
||||
pub mod glidewield;
|
||||
pub mod gliding;
|
||||
pub mod idle;
|
||||
@ -42,15 +43,15 @@ pub use self::{
|
||||
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
|
||||
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
|
||||
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
|
||||
dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation,
|
||||
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
|
||||
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
|
||||
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
|
||||
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
|
||||
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
|
||||
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
|
||||
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
|
||||
wield::WieldAnimation,
|
||||
dash::DashAnimation, equip::EquipAnimation, finishermelee::FinisherMeleeAnimation,
|
||||
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation, music::MusicAnimation,
|
||||
repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
|
||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
|
||||
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
|
||||
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
|
||||
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
|
||||
};
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
|
||||
use common::comp;
|
||||
|
@ -1164,6 +1164,28 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::FinisherMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::character::FinisherMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(ability_id, Some(s.stage_section)),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ChargedRanged(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
|
||||
@ -1248,8 +1270,7 @@ impl FigureMgr {
|
||||
&target_base,
|
||||
(
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
ability_id,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
@ -1974,7 +1995,7 @@ impl FigureMgr {
|
||||
(
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
(Some(s.static_data.ability_info), active_tool_spec),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
|
Loading…
Reference in New Issue
Block a user